#version 450

#if 0
layout (binding = 0) uniform usampler2D inputImage;
#else
layout (binding = 0) uniform sampler2D inputImage;
#endif

layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outColor;

void main()
{
	// vec3 samplerColor = texture(inputImage, inUV).rgb;
	// outColor = vec4(samplerColor, 1.0);

	outColor = texture(inputImage, inUV);
}
